是否可以在联合中共享两个数组,如下所示:
struct
{
union
{
float m_V[Height * Length];
float m_M[Height] [Length];
} m_U;
};
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这两个阵列共享相同的内存大小还是其中一个更长?
GL_TEXTURE0(插槽0上的纹理)之后的每个纹理都是黑色.
片段着色器(通过更改权重来检查不同纹理的示例代码):
#version 330
uniform sampler2D g_ColorTex;
uniform sampler2D g_DepthTex;
uniform sampler2D g_DofNearBlurTex;
uniform sampler2D g_DofDownBlurTex;
in vec4 g_VertexPosition;
in vec2 g_ScreenCoords;
layout (location = 0) out vec4 FragColor;
void main()
{
// Changing weights to check textures
FragColor = 1.00001f * vec4(texture(g_ColorTex , g_ScreenCoords).rgb, 1.0f);
FragColor += 0.00001f * vec4(texture(g_DepthTex , g_ScreenCoords).rgb, 1.0f);
FragColor += 0.00001f * vec4(texture(g_DofNearBlurTex, g_ScreenCoords).rgb, 1.0f);
FragColor += 0.00001f * vec4(texture(g_DofDownBlurTex, g_ScreenCoords).rgb, 1.0f);
}
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我上传这样的纹理(摘录!):
::glUseProgram(ShaderHandle);
unsigned int TextureIndex;
TextureIndex = ::glGetUniformLocation(ShaderHandle, "g_ColorTex");
::glUniform1i(TextureIndex, 0); …Run Code Online (Sandbox Code Playgroud) 我已经包含了框架和导入头文件.但是由于缺少AddressBookUI.h文件,xCode会抛出错误.
#import "PersonViewController.h"
#import <AddressBook/AddressBook.h>
#import <AddressBook/AddressBookUI.h>
@interface PersonViewController () <UITextFieldDelegate, UIActionSheetDelegate>
{
}
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有什么建议?